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author | Paul Lemire <paul.lemire@kdab.com> | 2020-09-18 11:47:24 +0200 |
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committer | Paul Lemire <paul.lemire@kdab.com> | 2020-10-19 15:30:59 +0200 |
commit | 9112ad845927b4c1ae5ea9e45576cc4cf85207d7 (patch) | |
tree | fbe4279c1fc3e9d51cc0a85d005a972be86bf83b /examples/qt3d/instanced-arrays-qml/gl45/instanced.frag | |
parent | c4be23758f05719584f2bc4c676fda81c57a9d63 (diff) |
Port instanced-arrays-qml to RHI
Change-Id: I272cfa7688260f4ffb6b8ff49012188f717f62f4
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Diffstat (limited to 'examples/qt3d/instanced-arrays-qml/gl45/instanced.frag')
-rw-r--r-- | examples/qt3d/instanced-arrays-qml/gl45/instanced.frag | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/examples/qt3d/instanced-arrays-qml/gl45/instanced.frag b/examples/qt3d/instanced-arrays-qml/gl45/instanced.frag new file mode 100644 index 000000000..cef57acc8 --- /dev/null +++ b/examples/qt3d/instanced-arrays-qml/gl45/instanced.frag @@ -0,0 +1,43 @@ +#version 450 core + +layout(location = 0) in vec3 position; +layout(location = 1) in vec3 normal; +layout(location = 2) in vec3 kd; // Diffuse reflectivity + +const vec4 lightPosition = vec4( 0.0, 0.0, 0.0, 1.0 ); +const vec3 lightIntensity = vec3( 1.0, 1.0, 1.0 ); + +const vec3 ka = vec3(0.1); // Ambient reflectivity +const vec3 ks = vec3( 1.0, 1.0, 1.0 ); // Specular reflectivity +const float shininess = 150.0; // Specular shininess factor + +layout(location = 0) out vec4 fragColor; + +vec3 adsModel( const in vec3 pos, const in vec3 n ) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize( vec3( lightPosition ) - pos ); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + vec3 v = normalize( -pos ); + + // Reflect the light beam using the normal at this fragment + vec3 r = reflect( -s, n ); + + // Calculate the diffuse component + float diffuse = max( dot( s, n ), 0.0 ); + + // Calculate the specular component + float specular = 0.0; + if ( dot( s, n ) > 0.0 ) + specular = pow( max( dot( r, v ), 0.0 ), shininess ); + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ( ka + kd * diffuse + ks * specular ); +} + +void main() +{ + fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 ); +} |